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[Stock Helicopters & Turboprops] Non DLC Will Always Be More Fun!


Azimech

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Me too! However if turboshaft air racing doesn't work out we could pursue traditional jet air racing and have a lot of rules parameters to keep vehicle performance relatively constant and have a fair race. A modified version of Scott Manley's course would be a great track, maybe a lot larger and more circular.  Your piston mod would also be an amazing challenge we could incorporate into the races once you iron out the kinks and we perfect engine design. I think racing could be one of the most fun things about KSP tuboshafts and planes if we can make it happen

Edited by Gman_builder
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Description

TO START, I encourage anyone starting turboshafts to NEVER take on the endeavor of building a 10.5 meter long, 30 ton monster machine. I spent over 12 hours straight ironing out the kinks(don’t worry I have a life) and perfecting my design to be my best ever. Ironically it still doesn’t perform quite as well as Azimech’s smaller and less complex Curious Chakora V2.

That Being said, this thing is ridiculous. I have nicknamed the engine itself the Kycoming XR-7755-K, after the largest(by displacement) radial piston engine ever build and the airframe is based off both the Gee Bee and Vought F4U Corsair. Much less complex Turboshaft’s can easily be built in under 2 hours and less than 300 parts, but I wanted a extremely high power output engine capable of lifting my biggest and heaviest airframes. So here she is.

SPECS

  1. Total length: 21.7 Meters
  2. Total Width: 33.0 Meters
  3. Total Height: 10.5 Meters gear down
  4. Total Weight including airframe: 52.415 TONS
  5. Max Shaft Horsepower(Apox): Near 15,000
  6. 64 Total cylinders arranged in 8 rows of 8
  7. Max speed: Just over 100 m/s (variable)
  8. Max RAD: Under 25 at full speed and 150 degrees prop

ACTION GROUPS

  1. Toggle prop pitch adjustment, it can stay at 150 always
  2. Emergency engine shutoff
  3. Tap twice for gear up, once for gear down

NOTES

  1. Takeoff under stock aerodynamics is possible but it is highly recommended to set the Global Drag Multiplier slider to zero.
  2. 80% reliably but explosive engine failure is possible, nose down and put gear out for emergency landing.
  3. I also recommend modifying your KSP to remove the smoke trails left by all 64 Juno’s for greatly increased performance, like I did.

The Chakora is in my sights Azimech

 

 

 

 

 

Edited by Gman_builder
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Hey, I was wondering if you guys can help me with something. So as you may know I recently created the BeeGee MK1 which flies fast, climbs great, and maneuvers well. But today I went to load up the EXACT same plane with zero edits since I released it and she could barely get off the ground by the end of the runway and max speed is around 65 m/s, which was not the case before. I have the Global drag multiplier set to zero and I have restarted KSP several times but I just have no idea why this plane performs so poorly compared to 3 days ago! I also get way worse framerate for seemingly no reason! If anyone has any ideas on this or how to solve it I would really appreciate it. Thanks!

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13 hours ago, Gman_builder said:

Hey, I was wondering if you guys can help me with something. So as you may know I recently created the BeeGee MK1 which flies fast, climbs great, and maneuvers well. But today I went to load up the EXACT same plane with zero edits since I released it and she could barely get off the ground by the end of the runway and max speed is around 65 m/s, which was not the case before. I have the Global drag multiplier set to zero and I have restarted KSP several times but I just have no idea why this plane performs so poorly compared to 3 days ago! I also get way worse framerate for seemingly no reason! If anyone has any ideas on this or how to solve it I would really appreciate it. Thanks!

Do you have mods installed? Do you use Module Manager? Try deleting the Module Manager cache. What's the max RPM of your engine? Did you change the physics.cfg line 89 to allow higher RPM's than standard?

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4 hours ago, Azimech said:

Do you have mods installed? Do you use Module Manager? Try deleting the Module Manager cache. What's the max RPM of your engine? Did you change the physics.cfg line 89 to allow higher RPM's than standard?

No, No, Max RPM is no higher than 30, I didn't change anything before and I haven't changed anything since. I might just save my work and reinstall KSP.

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8 hours ago, Azimech said:

Do you have mods installed? Do you use Module Manager? Try deleting the Module Manager cache. What's the max RPM of your engine? Did you change the physics.cfg line 89 to allow higher RPM's than standard?

I cannot find "max angular velocity" in the Physics.cfg. it is not on line 89 or anywhere near it. Has the name been changed?

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On 18-5-2016 at 4:32 AM, Gman_builder said:

I cannot find "max angular velocity" in the Physics.cfg. it is not on line 89 or anywhere near it. Has the name been changed?

Nope, should be there ... wait ... are you running 1.1? The line was added in 1.1.1.

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1 minute ago, The Optimist said:

I have 1.1.0

 

Is that why my helicopters never get off the ground?

Yup, theres a max RP, thats why helicopters never fly and why my turbojets have limited thrust. You can increase the max RPM abd ive been digging through my KSP looking for that one line of code but i cant seem to find it.

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14 minutes ago, Gman_builder said:

Yup, theres a max RP, thats why helicopters never fly and why my turbojets have limited thrust. You can increase the max RPM abd ive been digging through my KSP looking for that one line of code but i cant seem to find it.

where do you reckon it is?

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53 minutes ago, The Optimist said:

where do you reckon it is?

According to Azimech it is supposed to be in line 89 of the Physics.cfg but ive checked multiple times and that is just not correct. He changed his max RPM though so i have no clue what the heck is up.

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On 5/20/2016 at 7:45 PM, Gman_builder said:

According to Azimech it is supposed to be in line 89 of the Physics.cfg but ive checked multiple times and that is just not correct. He changed his max RPM though so i have no clue what the heck is up.

"Sehkrit Dokuments"

This is what I found, not sure if it's the right one

buoyancyKerbalsRagdoll = 3 // Buoyancy multiplier for kerbals when ragdolling
cameraDepthToUnlock = 0 // Meters below sea level before camera rotation unlocks
jointBreakForceFactor = 30 // Joint break force factor
jointBreakTorqueFactor = 50 // Joint break torque factor
maxAngularVelocity =  30.31 // Max angular velocity of objects in radians / sec
stack_PriUsesSurf = False // Does STACK_PRIORITY_SEARCH check surface-attached children, and does it check a parent to which we are surface attached even if we have the requested resource (at any, including zero) amount?
prelaunchDefaultThrottle = 0.5 // The default throttle level set on first launching a craft.
stagingCooldownTimer = 0.5625 // The time in seconds after staging during which one cannot stage again.
dragMultiplier = 8 // Global multiplier to drag

And Azimech, is there an infinite offset mod for ksp 1.1?

Edited by The Optimist
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It seems my engines have gained a tendency to spontaneously deflagarate into small pieces. It has something to do with the wheels, I'm sure. Can you send me a version of your new engine (1.1.0) so I can steal take inspiration from it?

Edited by The Optimist
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oL7oLru.jpg

LYcGuq5.jpg

 

 

 

 

 

Description

This thing is a huge improvement over my previous design. I received a ton of suggestions and ideas over a skype call with Boomchacle (check out his profile) so I thank him a lot. This one has far less parts and it goes a lot faster. as you can see it made 97 m/s right before it spontaneously exploded. Acceleration is not to be mentioned so you have to taxi off to the right of the runway, as this is the longest, flattest place on Kerbin besides the north loveing pole. They are still not ready to be put into an aircraft but there has been much development since my original concepts.

START UP

Stage once

taxi off the runway to the right to get as much flat area as possible

Once 40 m/s has been reached, the blades will stop producing thrust. So you must press AG2 to increase the pitch on the blades and initiate the second stage of the turbojet.

Download form KerbalX. Search "G-47-2B"

Add me on skype if you have any ideas or questions about these engines, as they are hard to master and tweak. Skype name is Gabriel Mansure.

Edited by Gman_builder
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So I've been fiddling with the ideas of two forum goers (Majorjim and the OP), and they have produced this Frankenstein contraption!

Presenting the Coax Mk1. As you can see in the pictures above, it is a quite small co-axial helicopter! It only has about 5 minutes of fuel, but I aim to improve that in future versions! :)  It works with the standard drag multiplier, as I had forgotten it existed while creating this :P

Edited by EpicSpaceTroll139
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4 hours ago, EpicSpaceTroll139 said:

So I've been fiddling with the ideas of two forum goers (Majorjim and the OP), and they have produced this Frankenstein contraption!

Presenting the Coax Mk1. As you can see in the pictures above, it is a quite small co-axial helicopter! It only has about 5 minutes of fuel, but I aim to improve that in future versions! :)  It works with the standard drag multiplier, as I had forgotten it existed while creating this :P

I believe this is the most compact coaxial turboshaft helicopter possible! Awesome! Now, are you going to post it on Reddit? This deserves more attention!

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